Did you ever not finished game because of its
difficulty?

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I can throw dozens of other NES games into the fray as well. Rygar, TMNT, and Bart vs the Space Mutants come to mind right away.

As far as recent games go, no.

Weirdly, I've beaten both TMNT and Bart vs the Space Mutants (if that's the Simpsons game I'm thinking of). There were two RPG's for the NES that I could never even get close to beating (unfortunately I think they were obscure, can't remember their names), but for the platformers, I've actually done pretty well since I was young. I used to have to use the Konami code for Contra, but I can beat Contra with regular lives four out of five times probably.

You want quicksaves? Get out of here, part of the difficulty is knowing if you die you have to trek back to your body, or kill a ton of guys before fighting the boss.

That nullifies any argument you had.

You just put "a tedious run back to where I was" as part of "difficulty".

You prove the terrible thought process I just blamed.

I played Dark Souls, and besides playing with ridiculous care, all you really have to do is die and learn. Death is tedious as all hell, which changes nothing. Eventually you get back, you know what you're up against, and the game is not difficult then (though even then can be tedious, because the game lacks entertaining gameplay and everything is more like a puzzle)

Dark Souls is far more tedious than it ever was challenging. It has some challenge, but mostly in figuring things out once you know what you're up against, which is like I said, rather easy once you understand the mechanics of the game, but even then require patience, because the game's mechanics are limited. Thus again, whatever challenge there is keeps adding tedious on top of it.

Its not a game without any challenge whatsoever, but the layers of tedious are insane.

Actually, Dark Souls 2 had a lot shorter distance you had to run back to the boss than the first one, and it really detracted from the game's enjoyment. The best part of Dark Souls was that it made each boss feel like a marathon run, either fighting or running through the mobs just to even have a chance at the boss, made the areas more tense and the bosses feel far more powerful than they really were. In Dark Souls 2, the ability to warp and the numerous bonfires made it feel more like your typical RPG. The "tedium" of Dark Souls is what really makes the series special, and I would be the first to complain about tedium in a typical RPG, but running long distances to the boss in Dark Souls increases the sense of risk and reward.

Also the despawning enemies, so if you do suck...you can literally just walk to the boss with nothing in front of you.

You want quicksaves? Get out of here, part of the difficulty is knowing if you die you have to trek back to your body, or kill a ton of guys before fighting the boss.

That nullifies any argument you had.

You just put "a tedious run back to where I was" as part of "difficulty".

You prove the terrible thought process I just blamed.

I played Dark Souls, and besides playing with ridiculous care, all you really have to do is die and learn. Death is tedious as all hell, which changes nothing. Eventually you get back, you know what you're up against, and the game is not difficult then (though even then can be tedious, because the game lacks entertaining gameplay and everything is more like a puzzle)

Dark Souls is far more tedious than it ever was challenging. It has some challenge, but mostly in figuring things out once you know what you're up against, which is like I said, rather easy once you understand the mechanics of the game, but even then require patience, because the game's mechanics are limited. Thus again, whatever challenge there is keeps adding tedious on top of it.

Its not a game without any challenge whatsoever, but the layers of tedious are insane.

Actually, Dark Souls 2 had a lot shorter distance you had to run back to the boss than the first one, and it really detracted from the game's enjoyment. The best part of Dark Souls was that it made each boss feel like a marathon run, either fighting or running through the mobs just to even have a chance at the boss, made the areas more tense and the bosses feel far more powerful than they really were. In Dark Souls 2, the ability to warp and the numerous bonfires made it feel more like your typical RPG. The "tedium" of Dark Souls is what really makes the series special, and I would be the first to complain about tedium in a typical RPG, but running long distances to the boss in Dark Souls increases the sense of risk and reward.

Also the despawning enemies, so if you do suck...you can literally just walk to the boss with nothing in front of you.

Though despawning enemies also made it a little tougher to grind souls, so its a bit of a trade off.